Dominions Spells

Evocation School


The School of Evocation deals with the projection of raw magical power. Most Evocations are elemental in nature.


Animal

Aquam

Creo Aquam Spells

Level 15

Acid Spray
R:Reach D:Mom T:Spec. Aimed: 0
Requisite: Ignem
The mage extends his hands, spraying acid at his enemies. The acid sprinkles over 5 pace long cone before caster and the mage might also be hit if he fails the aim roll. Acid causes +15 damage.

Geyser
R: Spec. D: Mom. T: Spec.
Requisite: Ignem
A steaming hot bolt of water rushes from the casters hands. The water splashes upon impact and affects everyone in 10 paces ahead. Armor can offer good protection from the boiling water. It causes +10 damage.

Level 20

Slime
R:Near/Sight D:Diam. T:Spec. Aim: +2
The caster hurls a ball of sticky goo at his enemies in a 4 pace wide circle. Enemies stuck in the slime will move more slowly and have trouble defending themselves. See Footsteps of Slippery Oil (ArsM4 p.113) for more details.

Level 35

Acid Bolt
R:Near/Far D:Mom T:Spec Aimed:+3
Requisite: Ignem
A gush of highly corrosive fluid flows from the mouth of the caster. The armor as well as the flesh of the target is burnt by the acid. It reduce armor protection by 2, and causes 20+ damage. The target is a 2 pace diameter circle.

Acid Rain
R:Near/Far D:Mom T:Spec Aimed:+3
Requisite: Ignem
Highly acidic fluids pour down from the sky, showering a limited area with corrosive bile. The armor and flesh of those hit will suffer.
Causes 10+ damage and -1 protection. The target is a 12 pace diameter circle.

Auram

Creo Auram Spells

General

Orb Lightning
R:Near/Sight D:Mom T:Spec Aimed:spec
With this spell a powerful mage can fling a huge number of lightning bolts towards his enemies.
The number of targets is 1/level over level 25 (example 4 if the spell level is 29). The aim modifier is 5 minus the number of targets (example +1 if the spell level is 29). The damage is +15

Level 25

Lightning Bolt
R:Near/Sight D:Mom T:Ind. Aimed:+2
The mage hurls a bolt a lightning towards an enemy. Damage: +15.

Shocking Grasp
R:Reach D:Mom T:Spec.
Shocking grasp causes a target at close range to spasm violently as energies pass from the casters hands through his body. The shocking grasp cause +20 damage. Armor offers no protection.

Level 30

ShockWave
R:Spec D:Mom T:Spec Aimed:+1
An electric shock wave will hit a large area in front of the caster. This is a very dangerous spell to cast, as an unlucky caster might also get killed by the electric shock. Damage:10. Range:front of caster. Target: 5 pace diameter area. Caster damaged if aim roll is failed.

Level 40

Thunder Strike
R:Far/Sight D:Mom T:Spec Aimed:+2
A Thunder bolt strikes the battlefield. The mage can make the thunder bolt strike very far away. Even if it misses the shock wave is powerful enough to severely stun and damage anyone nearby.
It causes +30 damage to the target and to others around him –5 damage / 1 pace distance. Those who survive roll Sta 6+ to avoid 1 turn stun.

Level 45

Hurricane
R:Sight D:Mom T:Boundary ritual
The caster unleashes a violent hurricane upon a province, devastating the countryside. The hurricane will appear as a natural event.

Level 70

Wrathful Skies
R:Sight D:Sun/Moon T:Boundary ritual
The sky turns dark and lightning strikes all over the battlefield. 5% chance of lighting hit (see The Incantation of Lighting ArsM4 p118) in every round. The number of an army in the area will decrease 5% every round.

Corpus

Herbam

Creo Herbam Spells

Level 25

Sleep Cloud
R:Near/Sight D:Sun/Moon T:Spec Aimed:+3
This spell creates a cloud of sedative spores. Units caught in the cloud will fall asleep if they remain there for too long. Roll Stamina 8+ per round or fall sleep. The cloud is 9 pace diameter.

Level 40

Poison Cloud
R:Near/Sight D:Sun/Moon T:Spec Aimed:+3
The caster creates a cloud of noxious spores dangerous to men. The cloud remains on the battlefield for some time and everyone entering the cloud will be affected by its poison. In the next 6 turns roll for stamina 6+ or loose 1 Fatigue Level (or Body Level if all Fatigue have lost). The cloud is 9 pace diameter.

Ignem

Creo Ignem Spells

Level 15

Burning Hands
R:Spec D:Mom T:Spec.
Flames will issue forth from the mage's hands, killing anyone in front of him. Causes +20 damage -5/pace after first.

Level 20

Fire Blast
R:Spec D:Mom T:Spec Aimed:+3
A powerful blast of fiery energies strike a small area close to the caster. Damage +15. Range 5 paces. Target: 2 paces diameter.

Fire Flies
R:Near/Far D:Mom T:Spec Aimed -2
Six burning sparks shoot forth from the wizard's hand. Each spark causes +10 damage

Level 25

Fire Darts
R:Near/Far D:Mom T:Spec Aimed 0
With this spell a mage can fire max. six burning missiles towards his enemies. A mage can fire the darts in rapid succession. Each dart causes +15 damage.

Flame Eruption
R:Spec D:Mom T:Spec
This spell works like the Burning Hands spell except that the flames cover a much larger area. It causes +25 damage –1/pace after first.

Level 30

Fireball
R:Near/Far D:Mom T:Spec Aimed 0
The hallmark of fire magic, this spell allows the mage to throw a ball of flame toward his enemies. The ball is quite difficult to aim, but does considerable damage where it lands. Damage +20 Target: 3 paces diameter.

Flame Bolt
R:Near/Sight D:Mom T:Ind Aimed +2
With this spell a mage can send a powerful bolt of flame towards a target. It cause +25 damage.

Magma Bolts
R:Near/Far D:Mom. T:Ind. Aimed:+2
Requisite: Terram
Three bolts of magma shoot towards the enemy at high speed. Anyone struck by a bolt will most likely die unless protected by very heavy armor. It causes +25 damage.

Sulphur Haze
R:Near/Sight D:Sun/Moon T:Spec
This spell creates a 8 paces diameter cloud of toxic mist that remain on the battle field. Units passing through these mists will suffer from sore throats and poisoning wich causes +5 damage.

Level 35

Falling Fires
R:Far/Sight D:Mom T:Spec Aimed:+1
This spell calls down a rain of searing flames on the enemy. It causes +15 damage in an area of 9 pace wide circle.

Flare
R:Near D:Mom T:Spec Aimed:+1
With this spell a mage can send a ball of flame towards his enemies. The flare can hit several targets. Damage +25 Target: 3 paces diameter.

Level 40

Fire Cloud
R:Near/Sight D:Sun/Moon T:Spec Aimed:+1
This spell creates three clouds of fire and smoke that remain on the battlefield. Units passing through these mists will be severely burned (+10 Damage). Spell creates a 12 paces diameter cloud.

Perdo Ignem Spells

Level 30

Cold Blast
R:Spec D:Mom T:Spec Aimed:+3
A powerful blast of cold strikes a small area close to the caster. Damage +20. Range: 5 paces. Target: 2 paces diameter.

Level 35

Cold Bolt
R:Far/Sight D:Mom T:Ind. Aimed:+3
A bolt of intense cold issues forth from the caster's hands. It can be hurled over very long distances, and it causes +20 damage.

Freezing Mist
R:Near/Sight D:Sun/Moon T:Spec Aimed:+1
Requisite: Auram
This spell creates a large cloud of numbing cold that remains on the battlefield. Units passing through these mists will be badly hurt from the cold. Roll Stamina with difficulty of 6. If succeed lose 1 Fatigue point, if fail loose 2 Fatigue point and causes +5 damage.

Level 45

Falling Frost
R:Far/Sight D:Mom T:Spec Aimed:0
Bolts of breathtaking frost bombard an area. Cold resistance will protect the targets and agile units can also avoid the bolts.
Damage is +20 in an area of 15 pace wide circle. Roll Dex vs 6+ to half damage.

Imaginem

Mentem

Terram

Creo Terram Spells

Level 15

Flying Shard
R:Reach/Far D:Mom T:Spec. Aimed:+2
Requisite: Rego
The caster hurls four stones towards enemy units. The shards are not very powerful, but can severely damage lightly armored units. Causes +10 damage each.

Level 25

BladeWind
R:Near/Sight D:Spec. T:Spec. Aimed:+3
Requisite: Rego
The caster throws a huge swarm of swirling blades towards his enemies. The blade wind is an excellent spell against light troops, but almost useless against heavily armored ones.
1d10+Size blades hit everybody in a 12 pace wide area and every blade causes +5 damage. Roll for one damage substract soak from it and multiplie the result by the number of blades.

Muto Terram Spells

Level 30

Magma Eruption
R:Far/Sight D:Mom T:Spec Aimed:+0
Requisite: Ignem
A shower of magma and rocks shoots out from the ground. Anyone standing near the eruption will find himself struck by the full force of the spell and only a very heavy armor can help him survive it. Everyone if affected 7 pace around the eruption and suffer +25 damage.

Perdo Terram Spells

Level 25

Rust Mist
R:Near/Sight D:Sun T:Spec.
Requisite: Aquam
Highly corrosive mists appear on the battlefield. Troops passing through the mist will see their armor corrode and weaken. 8 paces diameter cloud. -4 from all non-magical metal armor / round.

Rego Terram Spells

Level 50

Earthquake
R: Far D: Diam. T: Boundary ritual
With a thundering boom the ground heaves and erupts, throwing soldiers into crevices that close after a few seconds. Roll: Qui 8+ to avoid fall into a chasm.

Vim

Perdo Vim Spells

Level 40

Astral Fires
R:Far/Sight D:Mom T:Spec
Requisite: Ignem
Astral fires consume the essence of materials as ordinary fires consume wood. Even stones will burn with the hazy blue flames characteristic of these otherworldly fires. This is the only fire that will burn under water.
It affect a 12 pace wide circle, and causes +15 damage. (Affect everything.)



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